diff --git a/src/main.cpp b/src/main.cpp index f420257..1957ab1 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -32,19 +32,49 @@ int main(int argc, char** argv) Shader simple_shader("src/shaders/vertex_shader.glsl", "src/shaders/fragment_shader.glsl"); - float vertices[] - { - // positions // colors // texture coords - 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // top right - 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.3f, 1.0f, 0.0f, // bottom right - -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.3f, 0.0f, 0.0f, // bottom left - -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f // top left - }; - - unsigned int indices[] - { - 0, 1, 3, // first triangle - 1, 2, 3 // second triangle + float vertices[] = { + // positions // texture coords + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, + + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + + -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f }; unsigned int EBO; @@ -58,26 +88,14 @@ int main(int argc, char** argv) glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); - -/* - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); - glEnableVertexAttribArray(0); -*/ // position attribute - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); - // color attribute - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); - glEnableVertexAttribArray(1); - // texture coordinates attribute - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); - glEnableVertexAttribArray(2); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); + glEnableVertexAttribArray(1); /* @@ -87,14 +105,6 @@ int main(int argc, char** argv) // glBindBuffer(GL_ARRAY_BUFFER, VAO); // glBindVertexArray(0); - - float texture_coordinates[] - { - 0.0f, 0.0f, - 1.0f, 0.0f, - 0.5f, 1.0f - }; - unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); @@ -121,12 +131,14 @@ int main(int argc, char** argv) // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Wireframe mode + glEnable(GL_DEPTH_TEST); + while(!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 trans = glm::mat4(1.0f); trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f)); @@ -134,10 +146,31 @@ int main(int argc, char** argv) unsigned int transform_location = glGetUniformLocation(simple_shader.ID, "transform"); glUniformMatrix4fv(transform_location, 1, GL_FALSE, glm::value_ptr(trans)); + + glm::mat4 model = glm::mat4(1.0f); + model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(1.0f, 0.5f, 0.2f)); + + glm::mat4 backwards_view = glm::mat4(1.0f); + backwards_view = glm::translate(backwards_view, glm::vec3(0.0f, 0.0f, -3.0f)); + + glm::mat4 projection; + projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); + + + int model_location = glGetUniformLocation(simple_shader.ID, "model"); + glUniformMatrix4fv(model_location, 1, GL_FALSE, glm::value_ptr(model)); + + int view_location = glGetUniformLocation(simple_shader.ID, "backwards_view"); + glUniformMatrix4fv(view_location, 1, GL_FALSE, glm::value_ptr(backwards_view)); + + int projection_location = glGetUniformLocation(simple_shader.ID, "projection"); + glUniformMatrix4fv(projection_location, 1, GL_FALSE, glm::value_ptr(projection)); + simple_shader.use(); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); - glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glDrawArrays(GL_TRIANGLES, 0, 36); + // glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); diff --git a/src/shaders/fragment_shader.glsl b/src/shaders/fragment_shader.glsl index 7cfce2c..ad5ae16 100644 --- a/src/shaders/fragment_shader.glsl +++ b/src/shaders/fragment_shader.glsl @@ -1,13 +1,14 @@ #version 460 core out vec4 FragColor; -in vec3 vertexColor; +// in vec3 vertexColor; in vec2 textureCoordinates; uniform sampler2D newTexture2D; void main() { - FragColor = vec4(vertexColor, 1.0); - FragColor = texture(newTexture2D, textureCoordinates) * vec4(vertexColor, 1.0); + // FragColor = vec4(vertexColor, 1.0); + // FragColor = texture(newTexture2D, textureCoordinates) * vec4(vertexColor, 1.0); + FragColor = texture(newTexture2D, textureCoordinates); }; \ No newline at end of file diff --git a/src/shaders/vertex_shader.glsl b/src/shaders/vertex_shader.glsl index a83decb..f50d87a 100644 --- a/src/shaders/vertex_shader.glsl +++ b/src/shaders/vertex_shader.glsl @@ -1,16 +1,21 @@ #version 460 core layout (location = 0) in vec3 aPos; -layout (location = 1) in vec3 aColor; -layout (location = 2) in vec2 aTexCoord; +layout (location = 1) in vec2 aTexCoord; +// layout (location = 1) in vec3 aColor; // 2D plane +// layout (location = 2) in vec2 aTexCoord; // 2D plane -out vec3 vertexColor; +// out vec3 vertexColor; out vec2 textureCoordinates; uniform mat4 transform; +uniform mat4 model; +uniform mat4 backwards_view; +uniform mat4 projection; void main() { - gl_Position = transform * vec4(aPos, 1.0); - vertexColor = aColor; + // gl_Position = transform * vec4(aPos, 1.0); + gl_Position = projection * backwards_view * model * vec4(aPos, 1.0); + // vertexColor = aColor; textureCoordinates = aTexCoord; }; \ No newline at end of file